Creatures

Aether

Aquatic

Large
Aquatic

The Alpha Blogg is the largest and strongest of its pack. It can
fire potent sonic stun blasts in battle. The blasts will disrupt
your Visor and weapon control systems if they hit you. Its three
titanic maws are potent weapons. Target the creature's mouth areas
to inflict damage upon it.[1]

Yes

Can be scanned while it is in the Hydrodynamo Shaft and while
battling it in the Main Hydrochamber

The Blogg uses speed and agility to close in on prey. It will
batter foes with a ramming attack, then use its three tooth-filled
maws to finish the job. Bloggs have a weak spot inside their
mouths: the rest of their bodies are covered with a thick,
damage-resistant hide.[2]

No

Can also be found in several other locations in Torvus Bog

Small
Aquatic

Young Blogg are weaker than their parents, but still violent. Their
powerful jaws have yet to form, and they lack the defense abilities
found in adult Blogg. They must rely on speed and agility for
protection if attacked without the protection of their
elders.[3]

Hydlings are small water dwellers. They travel in packs for safety,
roaming the water in search of bits of food. Their only defense is
a bite, though their small teeth are sharp enough to pierce
metal.[4]

The amphibious Grenchler lurks in marsh areas in search of prey.
Fearless, it will spring from hiding and attack anything that
moves. If it is unable to fell its prey with its powerful jaws, it
will fire a potent burst of energy at them. Grenchlers have one
weak spot - a genetic defect makes the shell on their back
susceptible to explosive blasts. Remove the shell to expose a
vulnerable nerve center, then target it to eliminate the
creature.[7]

Scans indicate that the Sandigger has a dual-brain nervous system.
Both of its heads are capable of attacking, disabling, and
digesting prey. It fires globs of acidic digestive fluid at prey to
cripple them and begin the digestion process. Its hide is very
durable and resistant to weapons fire: only its exposed eyes can be
damaged.[8]

When it isn't hunting, a Splinter will secret a protective cocoon
around itself and enter a state of hibernation. Localized seismic
disturbances will awaken the Splinter, triggering a state of blood
frenzy in the process. While in this state, a Splinter emits
pheromones that trigger frenzy in all nearby Splinters. Disturbing
a pack of Splinters is not advisable.[9]

The hanging Sporb sits patiently until a potential meal is
detected. A burst of poisoned needles is the Sporb's primary means
of attack. It can also extend its body over short distances,
gripping small targets within its powerful jaws. Sporbs wither when
exposed to dark energy, making them vulnerable to other weapon
systems.[10]

Surface
Prowlers

The Brizgee's tail ends in a venomous barb, which it conceals
underneath a hard-packed layer of fused sand. A series of sharpened
ridges along its body discourages most predators: those foolish
enough to harass the Brizgee are quickly introduced to its deadly
sting.[11]

The cousin to the dimensional-shifting Kralee, the Green Kralee
spends its days roaming in search of food. A genetic defect
prevents its back crystal from harnessing energy and opening warp
portals. It is doubtful the Green Kralee misses this
ability.[12]

The Kralee phases between dimensions as a defense mechanism. A
crystal in its carapace gathers energy to fuel the creation of a
warp portal. The process is uncontrollable, keeping the Kralee in
constant dimensional flux.[13]

The Krocuss thrives on toxins it extracts from its surroundings. It
secretes an acidic trail in its wake as it roams in search of
nourishment. The durable mollusk can be damaged when it exposes its
toxin-absorbing gills: few weapons can penetrate the creature's
shell.[14]

Lightbringers were created by the Luminoth for use in their war
with the Ing. The crystalline creatures generate a field of
life-giving energy at all times, and they can be energized like a
Safe Zone Crystal. They are immune to most weapon fire: only a
burst of matter-antimatter can destroy them.[15]

Seedbursters are moving plants, capable of traveling great
distances in search of fertile soil to deposit their seeds in. When
provoked by predators, the Seedburster will explode, turning the
precious seed inside into a deadly projectile. These seed often do
not live to fruition, but help protect the rest of the Seedburster
pack from attacks.[16]

Tunnel
Prowlers

Pillbugs prefer to dwell in dark caverns, though they can exist in
lit areas. Navigating with a series of sensitive antennae, they
roam through caves in search of moss and fungus. Pillbugs can move
rapidly, and will ram unwary targets to clear their path as they
search for food. A Pillbug can be jarred loose from a surface with
a concussive blast: doing so reveals its vulnerable belly.[17]

The Worker Splinter is bred for service, not combat. It spends its
time collecting foodstuffs and raw material for the Hive. A layer
of mucus helps to protect the creature from the toxins and
chemicals it often works with. They can generate a sturdy, pliable
webbing, useful in travel throughout the Hive.[18]

No

None

Flying

Large
Flyers

The Shredder spends most of its life in the earth. When agitated,
it will spring from the ground, then begin to fly toward its foe.
Should it reach its target, the Shredder will explode with
considerable force, releasing a cloud of thorns as it does.
Shredders are resilient, but can be eliminated with concentrated
weapons fire.[19]

Shriekbats have high internal temperatures, leading them to seek
cool climates to dwell in. They prefer caverns, roosting on
ceilings while hunting for small prey. Fiercely territorial, they
dive-bomb anything that wanders near. This attack is fatal for the
Shriekbat, as the impact sets off a discharge of thermal
energy.[20]

A
cousin to the Shredder, the Shrieker waits for prey half-buried in
the earth. When it detects a target, it erupts from the ground and
takes flight. It releases a sonic blast to stun its target, then
sweeps in to feast. Shriekers can generate a stealth field that
disrupts most Visors, making them difficult to attack.[21]

Small
Flyers

The Lightflyer is an aggressive flying drone. Once loyal to the
Luminoth, it will now fire a burst of energy at any living thing
within range. It generates light at all times, making it somewhat
easy to target.[22]

The Lumite thrives on light, and can render itself invisible to
most predators while within it. When out of the light, the creature
is relatively harmless, relying on a crudely spat chunk of
biomatter to defend itself. Once in the light, it can channel large
amounts of solar energy into a deadly blast.[23]

Sandbats are small flyers. They travel in packs for safety, though
they are predatory in nature. Failing to find prey as a group,
Sandbats will often enter a feeding frenzy and attack one another
in search of sustenance.[24]

The War Wasp rarely strays far from its hive unless it is pursuing
an immediate threat. It attacks with no regard for its own
survival, dive-bombing its enemy with stinger extended.
Fast-working toxins from the stinger can incapacitate most small
organisms. If it battles foes at range, it will fire bursts of
potent energy.[25]

Yes

Found in multiple areas throughout the Temple Grounds and in
Agon
Wastes

Mechanoids

Large

Designed to fight alongside the Luminoth, the Ingsmasher now seeks
to destroy them. In close combat, it smashes its energized fists
into the earth to send out powerful shock waves, then pulverizes
any immobile prey. It will fire salvos of missiles at long-distance
quarry. It uses an energy shield in battle that can be adjusted to
protect against a variety of beam weapons. The shield can be
overloaded by opposite-polarity beams, however, damaging the
Ingsmasher in the process.[26]

Yes

Only five Ingsmashers can be scanned for a Logbook entry, three in
the Hall of Combat Mastery and two in the Reactor Access

The Luminoth created the Mekenobite to help patrol the corridors
and shafts of Sanctuary Fortress. It uses magnetism to keep itself
attached to the walls and ceilings. In combat, it will fire
projectiles toward its target with a magnetic accelerator. It can
only be dislodged by simultaneous explosive blasts. Mekenobites
self-destruct once they are heavily damaged.[27]

A
Quad is formed of two components: the quadruped Main Body and the
flying Command Module. These units can function independently, or
linked together, as the need arises. The Command Module relies on
ranged beam weapon attacks. It can generate a powerful beam shield
to protect itself. Opposite-polarity beams can penetrate this
shield, however.[28]

A
Quad is formed of two components: the quadruped Main Body and the
flying Command Module. These units can function independently, or
linked together, as the need arises. The Main Body uses melee
attacks in battle. Though durable, it needs to vent excess heat
from its body. When this happens, it exposes a venting system
vulnerable to concussive attacks.[29]

Watchdrones were built by the Luminoth to guard key areas and
hinder Ing armies. Most of these units have betrayed their masters,
and now serve the Ing. Watchdrones are indestructible and reluctant
to move, but can be forced into quitting their posts by exposing
them to bright, pure light. Once the light fades, the mechanoid
will return to its original resting site.[30]

No

None

Small

The Diligence drones were the first cleaning units designed by the
Luminoth. They were modified for combat duty once the war began,
but were outshined by the newer Harmony-class units. A Diligence
uses focused energy beams to perform its duty. Their energy
construct nature makes them invulnerable to most attacks, though
dark energy can disrupt them.[31]

The Luminoth designed the Harmony units to be free-roaming,
independent cleaning units. They use focused energy beams and
kinetic pulses to perform their duties. Unfortunately, they now
consider all living things as filth that must be cleansed from the
world.[32]

The Luminoth tried to domesticate and train a number of Triclops
for use in war, but failed. Undaunted, they created mechanical
versions of the hardy creatures to use in battle. The few Mechlops
that remain now serve other mechanoids, turning their potent jaws
and earthmoving power against their former masters.[33]

The Octopedes were created to deliver data to Luminoth citizens.
They now follow their routes in the service of other rogue
mechanoids. The units were designed to self-destruct if attacked,
and will explode with enough force to cause damage.[34]

The Rezbit, though small, is a tough opponent. Its weapon system is
potent, capable of firing bursts or beams at targets. A barrier
shield blocks incoming attacks. It can also shift into an energy
state to evade enemies: while in this state it can transmit a
powerful virus into mechanoids and armor systems. The virus can
cripple your systems for a time, leaving you vulnerable.[35]

The Serenity drones have not gone rogue. The units are defenseless,
have no weapons, and cannot be eaten. These qualities make them
useless to the Ing. The small drones are assigned simple
maintenance tasks upon creation and perform them without hesitation
until reassigned or destroyed.[36]

No

None

Stationary

The Caretaker drone was designed to protect and maintain an
experimental energy chamber. It uses electrically charged limbs to
perform its duties. The drone requires sensor updates to fight: a
vulnerable detection unit will extend periodically to search for
targets. Destroying this unit would weaken its combat
ability.[37]

The GM-42 "Growler" Class Turret is a dated design, though still
quite effective as a point-defense system. It is lightly armored,
and fast-moving targets can evade its tracking system. Several
copies of the system exist, including the Space Pirate "Humility"
Class automated turret.[38]

The Space Pirates copied captured Federation "Growler" turrets, but
found the cannon unit inadequate. The replaced the Growler's weapon
with a powerful galvanic accelerator cannon. The "Humility" turret
packs a strong punch, but retains the Growler system's weaknesses.
Fast targets can evade the crude targeting system, and the armor
can't take much punishment.[39]

As
the number of Luminoth warriors dwindled, they turned to machines
to protect key areas. Automated gun turrets were often the first
line of defense against Ing attacks. Though powerful, they weren't
nimble enough to deal with agile enemy targets.[40]

The "Vigilance" Class Turret is found in many Space Pirate bases.
Built to support the "Humility" Class Turret, it is as accurate as
the gunner operating it. Many young Space Pirates begin their
careers as sentries: a tour as a Vigilance gunner is considered a
mark of distinction.[41]

Yes

Only two turrets can be scanned for a logbook entry

Dark
Aether

Darklings

Darkling
Aquatic

Dark Blogg somehow lose their sonic blast ability: something about
their minds makes them difficult for darklings to fully control.
They rely solely on their deadly maws for attack: in most cases
they are more than adequate. Target the weak spot inside its mouth
to defeat the Dark Blogg with ease.[42]

The Phlogus waits patiently as it floats in murky waters, searching
for a meal. When the seismic sensors in its epidermis are
triggered, it springs open rapidly to attack. Phlogi can fire a
spray of venom to immobilize their prey. A central nervous system
is exposed when it opens its mouth to attack: damage this to stun
the Phlogus for a time.[43]

Darkling
Flyers

The hardy Shredder is a favorite possession target for Ing that
dwell near dark water. Dark Shredders can lurk in the venomous
liquid indefinitely, patiently waiting for prey. When agitated, it
will emerge and begin to fly toward its foe. They are very
resilient, but can be eliminated with concentrated weapons
fire.[44]

Yes

Dark Shredders only appear during the battle with Chykka's larval form.

Vicious and swift, the War Wasp is a prime target for young Ing
eager to join the war effort. They appreciate the flying speed and
numerous attacks the insect possesses. If they prove their mettle
in the War Wasp, these Ing often graduate to the control of larger,
deadlier creatures.[45]

No

Dark War Wasps first appear after the defeat of Chykka, they are
also found in the Vault
Attack Portal

Nightbarbs are small airborne darklings. Smaller and weaker than a
Hunter Ing, a Nightbarb will travel with a large pack to increase
its odds of survival. This is wise, since their primary predators
are Hunter Ing.[46]

Darklings are drawn to possess vicious predators, making the
Grenchler a prime candidate. Despite the added toughness gained
from possession, the Dark Grenchler retains its one weakness.
Remove the back shell with explosive blasts to expose its pain
center, then attack the pain center to quickly dispatch the
creature.[48]

Darkling
Mechanoids

The Sentreyes were designed by the Luminoth to protect their camps
on Dark Aether. The Ing learned how to possess them and turn them
on their former masters. Many still remain throughout Dark Aether,
now serving the Ing as they served the Luminoth before them. Most
weapon types will stun the Sentreyes. Only charged light energy
will destroy them.[50]

Some Diligence drones have been taken by the Ing for possession
duties. Their small size and durability makes them excellent
scouts, able to go where most others cannot. A Dark Diligence still
relies on focused energy beams for defense. Their energy construct
nature makes them invulnerable to most attacks. A high-powered
burst of light energy can disrupt a Dark Diligence unit.[51]

Once the Ing discovered they could possess intelligent machines,
the mighty Ingsmashers were top-priority targets for the Horde. The
drones retain all of their attacks - shock-wave fists and missile
launchers. It uses an energy shield in battle that can be adjusted
to protect against a variety of beam weapons. The shield can be
overloaded by opposite-polarity beams.[52]

The Ing discovered they could possess and control artificially
intelligent machines as well as living beings. They soon turned the
loyal Quad drones against the Luminoth, finding the tenacious
machines to be quite useful additions to the Horde. A dominant
darkling assumes control of the Command Module, forcing the lesser
Ing in the Main Body to do its bidding.[53]

The Ing discovered they could possess and control artificially
intelligent machines as well as living beings. They soon turned the
loyal Quad drones against the Luminoth, finding the tenacious
machines to be quite useful additions to the Horde.[54]

Darkling
Offworld

Bioscans indicate terminated lifesigns in this missile trooper, and
the presence of an unknown biomass with parasitic tendencies.
Though the missile trooper's armor has been compromised, the bulk
of it remains intact. Missile weapon system remains online as well.
Full parasitic fusion has yet to be obtained, resulting in low
agility and response time.[55]

The Ing prize the few Pirate Commandos they manage to take alive.
Only Hunter Ing are allowed to possess the Commandos, and the
competition for that right is fierce among them. The Hunter Ing
ability to phase out of local timespace carries over to the Dark
Pirate Commando. They will fire bursts of dark matter at enemies,
along with experimental EMP grenades stolen from the Space
Pirates.[56]

Pirate troopers, already trained to follow orders without question,
were perfect candidates for Ing possession. Darklings moves to take
every trooper they could, expanding the army of the Horde
considerably. Space Pirate technology struck a chord with the Ing,
who now hunt actively for gadgetry of any kind - especially weapon
systems.[57]

The aggressive Preeds are often possessed by darklings for aerial
hunting missions. The presence of the dark creature makes the small
cyborg more durable. The toxic gas carried by a Preed is enhanced
by exposure to dark energy, making it considerably more
dangerous.[58]

The Ing are fascinated by Metroids and their connection to Phazon.
It is not a shared fascination, as Metroids will attack Ing on
sight. Recognizing their strength, Ing darklings have possessed a
number of Metroids, turning them into powerful soldiers of the
Horde.[59]

Bioscans indicate terminated lifesigns in this trooper, and the
presence of an unknown biomass with parasitic tendencies. Though
the trooper's armor has been compromised, the bulk of it remains
intact. Weapon systems remain online as well. Full parasitic fusion
has yet to be obtained, resulting in low agility and response
time.[60]

No

Found in multiple areas of the Temple Grounds

Emperor
Ing

Bioscans indicate that this is the eldest, strongest Ing in the
Horde, the alpha and the omega. It has absorbed enormous amounts of
Phazon energy into its body, mutating itself in the process.
Apparently this power is not enough for the creature, as it is now
siphoning energy from the final Energy Controller.[61]

Like its brethren, the Emperor Ing is a metamorph. It has molded
itself around the precious Energy Controller, and will defend it to
the death, using its own body as a shield and weapon. Destroy the
tentacles it generates to weaken the creature and its
defenses.[62]

The Emperor Ing has exposed its main eye, from which it can fire
powerful energy beams. It is protected by an energy shield,
although not completely. The eye can be locked onto, but only
direct shots will get past the shield.[63]

The heavily damaged Emperor Ing has entered a regenerative state
inside a durable healing shell. Tactical scans have detected eleven
weak points on the magnetically charged shell: Spider Ball travel
is possible on the shell surface. Damage the weak spots with
explosives to crack the shell and expose the enemy within.[64]

Further exposure to Phazon has mutated the Emperor Ing. It is now
capable of shielding its vulnerable areas with energy barriers.
Beams of opposite polarity can damage these barriers, however.
Heavy damage to these barriers will cause them to drop, exposing
the creatures weak spots. Target the weak spots to immobilize and
damage the enemy.[65]

Yes

Must scan before defeat.*

Ing

Some darklings can open dimensional portals at will. They use this
ability to hunt for unwary prey, reaching out to snatch them with
their tentacles. Once ensnared, the prey is dragged to its doom.
The tentacles are resilient; pure light energy can disrupt them.
Nothing can destroy them.[66]

The Hunter Ing patrol the lands of Dark Aether in search of the
Horde's enemies. They can render their bodies intangible, allowing
them to ambush their targets with ease. Hunter Ing can generate
long, deadly tentacles, which they use with great effect in battle.
Cunning and relentless, the Hunter Ing will seize their prey or
die.[67]

Inglets preform the menial labor of the Horde, but can but pressed
into a combat role if there is a need. They are amorphous blobs,
capable of clinging to nearly any surface. Inglets can fire bursts
of dark matter in self-defense, though they prefer to avoid battle.
They seldom travel alone, and can be dangerous in large numbers. As
with are Ings, they dislike bright light, and will avoid it if
possible.[69]

Warrior Ing are challenging foes. They can render themselves into
amorphous puddles and move over most terrain, including walls.
Warrior Ing can turn their bodies into deadly projectiles sheathed
by dark energy. The tips of their legs are razor sharp, making them
formidable in melee. Finally, Warrior Ing are capable of channeling
transdimensional energy and firing it at their enemies. Their only
real weakness is bright, pure light, which they hate and
fear.[71]

No

Also found in the Sky Temple Grounds and Ing Hive

Guardians

Sub
Guardians

This darkling Sandigger has absorbed the ability to generate Morph
Ball Bombs. It can throw Bombs with considerable accuracy, and
frequently lays a spread of Bombs in its wake. Its head and tail
are the only vulnerable spots on its body. Target them when they
are vulnerable to neutralize and terminate this enemy.[72]

This Warrior Ing has absorbed the power of the Boost Ball. It can
boost-blast toward its enemies, using its body as a potent weapon.
When it is not in solid form, engaging it in Morph Ball mode may
provide better attack opportunities.[73]

This darkling Grenchler has absorbed the power of the Grapple
Beam. It will fire the beam to snare potential meals and pull them
into its waiting jaws. The beam is powerful, and can attach to most
surfaces, including your armor. Its eye region is sensitive; damage
in the area can induce a state of anger in the target. A weak spot
under the back shell is a prime target as well. When angered, it
will use a special attack.[74]

Yes

Once the Grapple Guardian's shell has been destroyed, scans will no
longer add the entry to the logbook

This Warrior Ing has absorbed the power of the Space Jump Boots.
It can leap incredible distances and heights, and uses this ability
to great effect in battle. Target can generate powerful shock waves
of dark energy, and will sheath itself in a potent force field to
protect itself. It cannot maintain the shield indefinitely:
concentrate weapon fire on it when the shield is down.[75]

This darkling Sporb has absorbed the ability to generate Power
Bombs. It can fire these dangerous weapons instead of the venomous
needles it normally shoots. The energies of the Power Bomb weapon
have made it all but invulnerable. Tremendous kinetic damage will
override the protective field, however.[76]

This darkling Pillbug has absorbed the power of the Spider Ball. It
can travel over magnetically charged surfaces at will. The creature
seems to have a connection to the local energy system. Aggravating
it may cause disruption to the system.[77]

Yes

Can only be scanned from outside the Morph Ball tunnel in the
Dynamo Works

Amorbis

The enormous Amorbis can move through solid rock and earth with
ease, and can sense the location of surface-level prey deep within
the ground. They will attempt to ram any target they can find in
their domain. They are vulnerable to all forms of weapons fire, but
are incredibly strong and resistant to pain.[78]

Yes

Entry is only added to the Logbook while the Amorbis are not
attached to the Dark Sphere

The Amorbis can attach themselves to the Dark Sphere, drawing
potent energy from within. They can fire dark energy at Light
Crystals, nullifying Safe Zones for a short time. They can also
channel this energy into powerful beam attacks. Bioscans indicate a
weak spot inside the creature's mouth. Concentrate your fire at
this area to damage an Amorbis.[79]

Yes

Entry is only added to the Logbook while the Amorbis are attached
to the Dark Sphere

Chykka

Scans indicate that this bioform is an infant, but aging rapidly.
The creature can ensnare targets with its tongue, drawing them into
its mouth. It then covers its prey with acidic globs of biomatter
to break it down for digestion. This is an exceptional bioform with
both a dark and light nature.[80]

The Chykka has rapidly aged to its adult form. It will attack by
firing high-powered bursts of dark water at rapid speed. If
frustrated, it will attempt to dive and ram you. Most of the
Chykka's body is vulnerable to weapons fire, but scans indicate
that such fire will only stun it. When stunned, however, four weak
spots will appear. These spots are vulnerable to attack: target
them to damage the enemy.[81]

Yes

Can only be entered into the Logbook before Chykka enters its dark
form a second time

The Chykka has recovered, and energized its body with dark energy.
This energy has rendered most of the creature immune to attack,
including its wings. Tactical scans indicate that its eggsac is
vulnerable, however. Target it to damage the creature.[82]

Interaction with dark energy has mutated the Chykka. Its offspring
are now born as flyers, skipping the larval stage completely. These
infants are highly protective of their parent, and will streak to
attack on sight. They lack their parent's durability, however,
making them easy targets.[83]

Yes

Entry can no longer be added to the Logbook once Chykka is
defeated

Quadraxis

The Quadraxis unit went rogue and entered the service of the Ing.
Its primary weapon system fires destructive matter-antimatter
blasts. It uses a powerful missile battery for long-distance
attacks. The Quadraxis is incredibly durable and well-armored, but
its leg and foot joints are vulnerable. Damaging these joints will
eventually render it immobile.[84]

Yes

Entry can no longer be added to the Logbook after its main body is
disabled

Though the main body is disabled, the tactical control unit within
it is still active. It will guide the Head Module in battle via
high-sonic transmissions. Disabling this module will impair the
Head Module's ability to fight.[85]

Yes

Damaged Quadraxis can be scanned for its Logbook entry up until the
point that the Annihilator Beam is acquired

The Head Module of the Quadraxis is highly mobile and well armed.
It is shielded by an impervious force field. Tactical commands are
sent to the module from the crippled main body: sever this link to
impair the Head Module's combat ability.[86]

Yes

The entry can only be added to the Logbook when the shield over the
head module is active

Head Module is unable to receive tactical data. Force field
offline. Unit is generating drones to defend itself while it
attempts to restore tactical link to main body. Destroy sonic
receptors on unit to prevent this.[87]

Yes

The entry can no longer be added to the Logbook after its antennae
are destroyed

Module has lost its tactical link to the main body. Two points of
structural weakness have been located on its hull: Morph Ball Bombs
can cause damage to these areas. Scans indicate that the Spider
Ball can attach to the Module's outer hull.[88]

Yes

Can only be added to the Logbook once its antennae are
destroyed

Offworld

Dark
Samus

Scans indicate the presence of Phazon and your genetic material within this entity.
She wears a version of the Varia Suit, altered and augmented by the Phazon
within her. Primary weapons include the Missile
Launcher and a scattershot variant of the Power Beam. Boost and
Jump abilities are superior to yours. The ability to generate
Phazon energy shields is also present.[89]

Tactical scans have identified several new battle systems in the
armor of Dark Samus. She now wields a potent variant of your Charge
Beam. Her Boost attack has been augmented, and the ability to
render herself invisible is present as well. Bioscans suggest that
Dark Samus can reform her body short of total atomic disruption.
Extreme caution recommended.[90]

Yes

Can be scanned in both Aerie
Access and Aerie, can
only be scanned before she is defeated

Scans indicate that Dark Samus has absorbed tremendous levels of
Phazon into her body: too much, perhaps. She can vent Phazon energy
in the form of destructive blasts and protective shields: doing so
will help her maintain stability. Exposure to Phazon has rendered
her invisible to the Dark Visor. These new abilities, combined with
her already formidable arsenal, place Dark Samus at the highest
threat level.[91]

Yes

Can only be scanned before Dark Samus raises her Phazon-based
shield for the first time.*

Dark Samus has temporarily become a being of pure yet unstable
Phazon energy. She can generate a shield that is invulnerable to
all attacks, save one - blasts of Phazon energy itself. Use your
Charge Beam to collect Phazon energy that she expels, then fire it
back at her. Direct hits will overload and disrupt her
essence.[92]

Yes

Can only be scanned after Dark Samus raises her Phazon-based shield
for the first time.*

Metroids

The Space Pirates harvest and enslave Metroids for use in their
operations. The Tallon Metroid will latch onto prey with powerful
pincers, then proceed to drain its life energy. This causes the
creature to grow in size and mass. The creatures are vulnerable to
the chilling effect of dark energy, and can be detached by entering
Morph Ball mode and deploying a Bomb.[93]

The Space Pirates use infant Tallon Metroids as a portable energy
source. Small in size, they are easy to transport in large
quantities. They are docile, efficient organic batteries...until
they are exposed to Phazon. At that point, they grow rapidly and
acquire their full array of powers.[94]

No

None

Pirates

Pirate Aerotroopers are known for their cold precision and utter
cruelty. Armed with both beam and missile systems, the Aerotroopers
can be a difficult foe to engage, especially at range. Their jet
packs can be overloaded with heat-based attacks, however. These
units prefer death before dishonor: an injured Aerotrooper will
make a suicide strike before allowing himself to be
captured.[95]

Dedicated to "hunting the Hunter," Space Pirate Commando units have
been equipped with the latest weapons, including a variable pulse
cannon, e-grenade launcher, and energy scythe. Powerful thrusters
carry them at high speed over any terrain. A portable barrier
shield repels most attacks, but can only be deployed for limited
periods.[96]

The Space Pirates have begun to use an experimental energy grenade
launcher in the field. The weapon is viewed as a mixed blessing to
the Grenadier units: while the grenade launchers are powerful
weapons, Grenadiers must leave their rifles behind to carry them.
Fast-moving targets can close range on Grenadiers, rendering their
main weapons somewhat ineffective.[97]

The Space Pirates suffered a serious defeat at Tallon IV, yet they
remain a powerful force for crime and disorder in the galaxy. Their
technology continues to advance: even the lowly trooper has
received numerous upgrades to his arsenal. A photonic power scythe
and quantum assault cannon are now standard-issue weapons for all
troopers.[98]

The cybernetic Preeds are aggressive hunters used as patrol animals
by the Space Pirates. They carry lethal Nohadin gas for use as a
defense mechanism. If a Preed is ruptured, the gas within it is
violently released. This toxic cloud often proves fatal to the
Preed's killer.[99]

Dark Portals allow living beings to travel to Dark Aether without
being scattered throughout the interdimensional void. They are
unstable, however, and only remain viable for limited periods of
time. Some can be reactivated, while others vanish forever once
they are used.[101]

Energy Controllers were built by the Luminoth to regulate Aether's
planetary energy. Several wonders are powered by the Energy
Controllers, including a weather control grid and a teleportation
system. When Dark Aether was born, it too had Energy Controllers,
all linked to that world's planetary energy.[102]

Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate
numerous beneficial abilities, including heightened reflexes,
durability, psionics, and flight. Ability to generate and
manipulate energy on par with that of the Chozo. Dating scans
suggest an age of 2.15 centicycles. Only known active member of the
species: remaining Luminoth locked in protective stasis until
crisis is resolved.[103]

Light Portals allow living beings to travel to Aether without being
scattered throughout the interdimensional void. They are unstable,
however, and only remain viable for limited periods of time. Some
can be reactivated, while others vanish forever once they are
used.[105]

Volatile ore with biomutagenic properties. Origin point of Phazon
unknown. First detection of element on planet Tallon IV. Used by
Space Pirates to produce vast levels of energy. Bioforms exposed to
Phazon without proper shielding will eventually undergo radical
mutation.[106]

No

Also found in several other locations in Dark Aether

Biology

Cocoons

The Space Pirates transport young Tallon Metroids in an organic
"cocoon" designed to sustain the small creatures. Each cocoon can
support numerous infants for several cycles. The creatures are
normally content to remain in the cocoon, but will emerge when they
detect the presence of Phazon.[107]

Splinters will enter their protective cocoons when tired or sated.
The cocoon is durable, but can be destroyed by weapons fire.
Destroying a cocoon will kill the Splinter inside: when this
occurs, the dying Splinter will emit a shriek that will alert all
nearby Splinters in hibernation. This will drive them into battle
frenzy as a defense mechanism.[108]

War Wasps require considerable amounts of sleep after a long hunt.
They weave a protective hive from organic fluids they secrete
themselves, then crawl inside to rest. Though safe from most
predators, the hives can be damaged by explosive weapons.[109]

Darklings

Ingclaws occasionally enter a strange torpor, brought on by
constant exposure to the atmosphere of Dark Aether. While in this
dream state, the creature does not feed or expel its deadly vapor.
Fortunately, its indestructible shell protects it from
predators.[110]

The Ingclaw secretes an incredibly durable shell over itself
shortly after birth. From that moment on, it remains rooted in
place. The creature feeds on the flotsam floating in the atmosphere
of Dark Aether, and produces waste in the form of a toxic dark
vapor.[111]

Weblings spin a network of energized snare lines, then sit in the
middle and wait for prey to get caught in it, much like a spider. A
webling is incredibly durable, though it has the darkling weakness
to light.[113]

Ing
Storage

These Ing morph their bodies around useful items to protect them.
They rely on larger Ing for protection, as they have no way of
fending off enemies. Damage from all weapons will harm them, but
light-based weapons are superior.[114]

The Flying Cache was bred and trained to be a living storage unit.
It employs a limited stealth field that renders it unseen to most
enemies. The fact that the creature must be killed to obtain the
object it stores is of little consequence to the Ing.[115]

The Ingsphere keeps useful items in a dimensional pocket. Normally,
the Ingsphere will only release the item to its Ing master. The
pocket can be breached by destroying the Ingsphere, however. This
sometimes destroys the item, but can be worth the risk.[116]

The Ingworms wrap their bodies around useful items to protect them.
They are defenseless. They are not terribly durable and have no
form of attack, hence their assignment as storage bearers by the
Horde.[117]

Plantforms

The Agon Bearerpod is a hardy desert plantform used by the Luminoth
to store useful items and supplies. Its tough epidermis can be
destroyed by weapons. It gathers trace amounts of moisture from the
air and stores it in a number of chambers throughout its body. It
can hold and process this moisture for weeks if necessary.[118]

The humble Bloatsac contributes to its ecology by producing large
amounts of benevolent gases. It thrives in damp enviroments, though
it can survive in most climates and terrains. The Bloatsac secretes
a venemous sap over its body. Very few creatures can ingest the sap
and survive, making it a useful defensive mechanism for the
plant.[119]

The Blueroot tree is common on worlds with desert regions. While an
elegant, attractive plant, the tree's leaves are highly toxic. Few
species can ingest the leaves and live: many of them (such as the
Space Pirates) consider the deadly Blueroot leaf a
delicacy.[120]

Sandgrass scans indicate that the plant requires no moisture to
survive. It relies exclusively on solar energy for sustenance,
making it well adapted for life in a desert environment. Evidence
of extensive mutation present, suggesting radical bio-adjustments
within the last centicycle. Mutation source is not natural: plant
strain was genetically engineered, possibly by the
Luminoth.[121]

The Torvus Bearerpod grows around useful items. The hard outer
shell can be shattered by weapon fire. The Luminoth use the hardy
plants to store supplies for operations in the Torvus Bog. They are
resistant to the harsh chemicals and diseases that run rampant in
the swamp, and emit a deadly cloud when destroyed. This has
discouraged their consumption by local animals.[122]

Darkling plantform will grow in height when Crystal is energized by
light-based weaponry. The Luminoth used these to navigate during
their campaigns on Dark Aether. The Ing ignore the simple plant, as
it is not a source of nourishment or a weapon.[126]

No

Light
Beacons

Energized Beacons provide better protection from Dark Aether's
denizens. Dark creatures are damaged by the energized field. Some
are killed on contact. The extra protection is not unlimited, and
must be recharged by the Light Beam to remain in effect.[127]

Light Beacons must be energized by Beam weapon fire to function,
and remain charged for a limited time. The Beacons were created
when the Luminoth ran short of Light Crystals during the war. While
simpler to make, the Beacons were also unstable. They had to be
energized periodically, and could run out of energy at critical
moments. Still, any protection was better than none for the
Luminoth warriors.[128]

Light Beacons, when covered with dark energy, cease to function for
a brief time. Light energy can clear the Beacon of the dark energy.
Some dark creatures will fire dark energy at Light Beacons to
hinder or damage their opponents.[129]

Light
Crystals

Energized Crystals provide better protection from Dark Aether's
denizens. Dark creatures are damaged or killed by the energized
field. Some are killed on contact. The extra protection is not
unlimited, and must be recharged by the Light Beam to remain in
effect.[131]

Light Crystals provide protection from Dark Aether's atmosphere.
They can be nullified by dark energy, or super charged by light
energy. They were created by the Luminoth during the war with the
Ing, and many still remain in use. Dark creatures despise the
Crystals: some are injured or killed by the field they
create.[132]

Light Crystals, when covered with dark energy, cease to function
for a short time. Light energy can clear the Crystal of the dark
energy. Some dark creatures will fire dark energy at Light Crystals
to hinder or damage their opponents.[133]

Utility
Crystals

The original Sentinel Crystals were durable, but they had their
limits. The toxic nature of Dark Aether, coupled with constant
attack from the Ing, destroyed many of them. The Luminoth responded
with the Dark Sentinel Crystal. Sheathed in dark energy, it is more
resistant to the atmosphere of the Ing homeworld - and the attacks
of its denizens.[135]

During the war, the Luminoth used the Sentinel Crystals to monitor
key areas and installations. They are incredibly durable resisting
all but the most powerful of Ing attacks. U-Mos still uses the
remaining Sentinel Crystals to keep a watch for Ing
activity.[136]

In
Morph Ball mode, press and hold when close to this type of surface. Use
[Control Stick] to move the Ball along the track. Release to disengage from the surface. Using the
Boost ability when on a Spider Ball Track will rapidly launch the
Spider Ball from the track. Detonating a Morph Ball Bomb will
briefly disengage the Ball from the track.[143]

No

Can also be found in several other locations (and in a brown color
in the Agon
Wastes)

Vehicles

The Anhur class is a state-of-the-art warship, designed to police
and defend planetary systems. This ship, the G.F.S. Tyr, has been
heavily damaged. It appears that the crew have dismantled parts of
the Tyr as well, possibly for use as makeshift defense
systems.[146]

Plans for the Shrike were recently stolen from a GF lab by the
Space Pirates. Production began immediately, and the fast-moving
skiff is now part of Pirate operations. It is used primarily as a
troop transport, taking a fire team of troopers into action. The
Shrike is unarmed, relying on the troops it carries for protection
against hostile forces.[147]

Your Hunter-class gunship is one of a kind, its distinct hull lines
marking it to friend and foe alike. Custom built for you by the
Federated Shipyards at Aliehs III, it contains a mobile energy
recharge system and microfactories designed to produce ammunition.
A sophisticated onboard computer stores mission data collected in
the field for future reference.[148]

Yes

Must be scanned before undergoing repairs (when Samus first arrives on
Aether)

References

↑"The
Alpha Blogg is the largest and strongest of its pack. It can fire
potent sonic stun blasts in battle. The blasts will disrupt your
Visor and weapon control systems if they hit you. Its three titanic
maws are potent weapons. Target the creature's mouth areas to
inflict damage upon it." —Logbook entry for Alpha Blogg
(Metroid Prime 2: Echoes)

↑"The
Blogg uses speed and agility to close in on prey. It will batter
foes with a ramming attack, then use its three tooth-filled maws to
finish the job. Bloggs have a weak spot inside their mouths: the
rest of their bodies are covered with a thick, damage-resistant
hide." —Logbook entry for Bloggs (Metroid Prime 2:
Echoes)

↑"Young
Blogg are weaker than their parents, but still violent. Their
powerful jaws have yet to form, and they lack the defense abilities
found in adult Blogg. They must rely on speed and agility for
protection if attacked without the protection of their elders."
—Logbook entry for Blogglings (Metroid Prime 2:
Echoes)

↑"Hydlings are small water dwellers. They travel
in packs for safety, roaming the water in search of bits of food.
Their only defense is a bite, though their small teeth are sharp
enough to pierce metal." —Logbook entry for Hydlings
(Metroid Prime 2: Echoes)

↑"This
appears to be a Sandigger pack leader, larger and stronger than the
normal members of its kind. Target both of its heads to damage
it." —Logbook entry for the Alpha Sandigger (Metroid Prime
2: Echoes)

↑"Splinter war packs are dominated by the
largest male. Alpha Splinters use their tremendous strength, size,
and speed to subdue and kill prey, paving the way for their smaller
broodlings." —Logbook entry for the Alpha Splinter (Metroid
Prime 2: Echoes)

↑"The
amphibious Grenchler lurks in marsh areas in search of prey.
Fearless, it will spring from hiding and attack anything that
moves. If it is unable to fell its prey with its powerful jaws, it
will fire a potent burst of energy at them. Grenchlers have one
weak spot - a genetic defect makes the shell on their back
susceptible to explosive blasts. Remove the shell to expose a
vulnerable nerve center, then target it to eliminate the
creature." —Logbook entry for Grenchlers (Metroid Prime 2:
Echoes)

↑"Scans
indicate that the Sandigger has a dual-brain nervous system. Both
of its heads are capable of attacking, disabling, and digesting
prey. It fires globs of acidic digestive fluid at prey to cripple
them and begin the digestion process. Its hide is very durable and
resistant to weapons fire: only its exposed eyes can be
damaged." —Logbook entry for Sandiggers (Metroid Prime 2:
Echoes)

↑"When it
isn't hunting, a Splinter will secret a protective cocoon around
itself and enter a state of hibernation. Localized seismic
disturbances will awaken the Splinter, triggering a state of blood
frenzy in the process. While in this state, a Splinter emits
pheromones that trigger frenzy in all nearby Splinters. Disturbing
a pack of Splinters is not advisable." —Logbook entry for
Splinters (Metroid Prime 2: Echoes)

↑"The
hanging Sporb sits patiently until a potential meal is detected. A
burst of poisoned needles is the Sporb's primary means of attack.
It can also extend its body over short distances, gripping small
targets within its powerful jaws. Sporbs wither when exposed to
dark energy, making them vulnerable to other weapon systems."
—Logbook entry for Sporbs (Metroid Prime 2:
Echoes)

↑"The
Brizgee's tail ends in a venomous barb, which it conceals
underneath a hard-packed layer of fused sand. A series of sharpened
ridges along its body discourages most predators: those foolish
enough to harass the Brizgee are quickly introduced to its deadly
sting." —Logbook entry for Brizgees (Metroid Prime 2:
Echoes)

↑"The
cousin to the dimensional-shifting Kralee, the Green Kralee spends
its days roaming in search of food. A genetic defect prevents its
back crystal from harnessing energy and opening warp portals. It is
doubtful the Green Kralee misses this ability." —Logbook entry
for Green Kralees (Metroid Prime 2: Echoes)

↑"The
Kralee phases between dimensions as a defense mechanism. A crystal
in its carapace gathers energy to fuel the creation of a warp
portal. The process is uncontrollable, keeping the Kralee in
constant dimensional flux." —Logbook entry for Kralees
(Metroid Prime 2: Echoes)

↑"The
Krocuss thrives on toxins it extracts from its surroundings. It
secretes an acidic trail in its wake as it roams in search of
nourishment. The durable mollusk can be damaged when it exposes its
toxin-absorbing gills: few weapons can penetrate the creature's
shell." —Logbook entry for Krocuss (Metroid Prime 2:
Echoes)

↑"Lightbringers were created by the Luminoth for
use in their war with the Ing. The crystalline creatures generate a
field of life-giving energy at all times, and they can be energized
like a Safe Zone Crystal. They are immune to most weapon fire: only
a burst of matter-antimatter can destroy them." —Logbook entry
for Lightbringers (Metroid Prime 2: Echoes)

↑"Seedbursters are moving plants, capable of
traveling great distances in search of fertile soil to deposit
their seeds in. When provoked by predators, the Seedburster will
explode, turning the precious seed inside into a deadly projectile.
These seed often do not live to fruition, but help protect the rest
of the Seedburster pack from attacks." —Logbook entry for
Seedbursters (Metroid Prime 2: Echoes)

↑"Pillbugs prefer to dwell in dark caverns,
though they can exist in lit areas. Navigating with a series of
sensitive antennae, they roam through caves in search of moss and
fungus. Pillbugs can move rapidly, and will ram unwary targets to
clear their path as they search for food. A Pillbug can be jarred
loose from a surface with a concussive blast: doing so reveals its
vulnerable belly." —Logbook entry for Pillbugs (Metroid
Prime 2: Echoes)

↑"The
Worker Splinter is bred for service, not combat. It spends its time
collecting foodstuffs and raw material for the Hive. A layer of
mucus helps to protect the creature from the toxins and chemicals
it often works with. They can generate a sturdy, pliable webbing,
useful in travel throughout the Hive." —Logbook entry for
Worker Splinters (Metroid Prime 2: Echoes)

↑"The
Shredder spends most of its life in the earth. When agitated, it
will spring from the ground, then begin to fly toward its foe.
Should it reach its target, the Shredder will explode with
considerable force, releasing a cloud of thorns as it does.
Shredders are resilient, but can be eliminated with concentrated
weapons fire." —Logbook entry for Shredders (Metroid Prime
2: Echoes)

↑"Shriekbats have high internal temperatures,
leading them to seek cool climates to dwell in. They prefer
caverns, roosting on ceilings while hunting for small prey.
Fiercely territorial, they dive-bomb anything that wanders near.
This attack is fatal for the Shriekbat, as the impact sets off a
discharge of thermal energy." —Logbook entry for Shriekbats
(Metroid Prime 2: Echoes)

↑"A
cousin to the Shredder, the Shrieker waits for prey half-buried in
the earth. When it detects a target, it erupts from the ground and
takes flight. It releases a sonic blast to stun its target, then
sweeps in to feast. Shriekers can generate a stealth field that
disrupts most Visors, making them difficult to attack."
—Logbook entry for Shriekers (Metroid Prime 2:
Echoes)

↑"The
Lightflyer is an aggressive flying drone. Once loyal to the
Luminoth, it will now fire a burst of energy at any living thing
within range. It generates light at all times, making it somewhat
easy to target." —Logbook entry for Lightflyer (Metroid
Prime 2: Echoes)

↑"The
Lumite thrives on light, and can render itself invisible to most
predators while within it. When out of the light, the creature is
relatively harmless, relying on a crudely spat chunk of biomatter
to defend itself. Once in the light, it can channel large amounts
of solar energy into a deadly blast." —Logbook entry for
Lumites (Metroid Prime 2: Echoes)

↑"Sandbats are small flyers. They travel in
packs for safety, though they are predatory in nature. Failing to
find prey as a group, Sandbats will often enter a feeding frenzy
and attack one another in search of sustenance." —Logbook entry
for Sandbats (Metroid Prime 2: Echoes)

↑"The
War Wasp rarely strays far from its hive unless it is pursuing an
immediate threat. It attacks with no regard for its own survival,
dive-bombing its enemy with stinger extended. Fast-working toxins
from the stinger can incapacitate most small organisms. If it
battles foes at range, it will fire bursts of potent energy."
—Logbook entry for War Wasps (Metroid Prime 2:
Echoes)

↑"Designed to fight alongside the Luminoth, the
Ingsmasher now seeks to destroy them. In close combat, it smashes
its energized fists into the earth to send out powerful shock
waves, then pulverizes any immobile prey. It will fire salvos of
missiles at long-distance quarry. It uses an energy shield in
battle that can be adjusted to protect against a variety of beam
weapons. The shield can be overloaded by opposite-polarity beams,
however, damaging the Ingsmasher in the process." —Logbook
Entry for Ingsmashers (Metroid Prime 2: Echoes)

↑"The
Luminoth created the Mekenobite to help patrol the corridors and
shafts of Sanctuary Fortress. It uses magnetism to keep itself
attached to the walls and ceilings. In combat, it will fire
projectiles toward its target with a magnetic accelerator. It can
only be dislodged by simultaneous explosive blasts. Mekenobites
self-destruct once they are heavily damaged." —Logbook Entry
for Mekenobites (Metroid Prime 2: Echoes)

↑"A Quad
is formed of two components: the quadruped Main Body and the flying
Command Module. These units can function independently, or linked
together, as the need arises. The Command Module relies on ranged
beam weapon attacks. It can generate a powerful beam shield to
protect itself. Opposite-polarity beams can penetrate this shield,
however." —Logbook Entry for Quad CM (Metroid Prime 2:
Echoes)

↑"A Quad
is formed of two components: the quadruped Main Body and the flying
Command Module. These units can function independently, or linked
together, as the need arises. The Main Body uses melee attacks in
battle. Though durable, it needs to vent excess heat from its body.
When this happens, it exposes a venting system vulnerable to
concussive attacks." —Logbook Entry for Quad MB (Metroid
Prime 2: Echoes)

↑"Watchdrones were built by the Luminoth to
guard key areas and hinder Ing armies. Most of these units have
betrayed their masters, and now serve the Ing. Watchdrones are
indestructible and reluctant to move, but can be forced into
quitting their posts by exposing them to bright, pure light. Once
the light fades, the mechanoid will return to its original resting
site." —Logbook Entry for Watchdrone (Metroid Prime 2:
Echoes)

↑"The
Diligence drones were the first cleaning units designed by the
Luminoth. They were modified for combat duty once the war began,
but were outshined by the newer Harmony-class units. A Diligence
uses focused energy beams to perform its duty. Their energy
construct nature makes them invulnerable to most attacks, though
dark energy can disrupt them." —Logbook Entry for Diligence
Class Drones (Metroid Prime 2: Echoes)

↑"The
Luminoth designed the Harmony units to be free-roaming, independent
cleaning units. They use focused energy beams and kinetic pulses to
perform their duties. Unfortunately, they now consider all living
things as filth that must be cleansed from the world." —Logbook
Entry for Harmony Class Drones (Metroid Prime 2:
Echoes)

↑"The
Luminoth tried to domesticate and train a number of Triclops for
use in war, but failed. Undaunted, they created mechanical versions
of the hardy creatures to use in battle. The few Mechlops that
remain now serve other mechanoids, turning their potent jaws and
earthmoving power against their former masters." —Logbook Entry
for Mechlops (Metroid Prime 2: Echoes)

↑"The
Octopedes were created to deliver data to Luminoth citizens. They
now follow their routes in the service of other rogue mechanoids.
The units were designed to self-destruct if attacked, and will
explode with enough force to cause damage." —Logbook Entry for
Octopedes (Metroid Prime 2: Echoes)

↑"The
Rezbit, though small, is a tough opponent. Its weapon system is
potent, capable of firing bursts or beams at targets. A barrier
shield blocks incoming attacks. It can also shift into an energy
state to evade enemies: while in this state it can transmit a
powerful virus into mechanoids and armor systems. The virus can
cripple your systems for a time, leaving you vulnerable."
—Logbook Entry for Rezbits (Metroid Prime 2:
Echoes)

↑"The
Serenity drones have not gone rogue. The units are defenseless,
have no weapons, and cannot be eaten. These qualities make them
useless to the Ing. The small drones are assigned simple
maintenance tasks upon creation and perform them without hesitation
until reassigned or destroyed." —Logbook Entry for Serenity
Class Drones (Metroid Prime 2: Echoes)

↑"The
Caretaker drone was designed to protect and maintain an
experimental energy chamber. It uses electrically charged limbs to
perform its duties. The drone requires sensor updates to fight: a
vulnerable detection unit will extend periodically to search for
targets. Destroying this unit would weaken its combat ability."
—Logbook Entry for the Caretaker Class Drone (Metroid Prime 2:
Echoes)

↑"The
GM-42 "Growler" Class Turret is a dated design, though still quite
effective as a point-defense system. It is lightly armored, and
fast-moving targets can evade its tracking system. Several copies
of the system exist, including the Space Pirate "Humility" Class
automated turret." —Logbook Entry for Growler Class Turret
(Metroid Prime 2: Echoes)

↑"As the
number of Luminoth warriors dwindled, they turned to machines to
protect key areas. Automated gun turrets were often the first line
of defense against Ing attacks. Though powerful, they weren't
nimble enough to deal with agile enemy targets." —Logbook Entry
for Luminoth Turret (Metroid Prime 2: Echoes)

↑"The
"Vigilance" Class Turret is found in many Space Pirate bases. Built
to support the "Humility" Class Turret, it is as accurate as the
gunner operating it. Many young Space Pirates begin their careers
as sentries: a tour as a Vigilance gunner is considered a mark of
distinction." —Logbook Entry for "Vigilance" Class Turret
(Metroid Prime 2: Echoes)

↑"Dark
Blogg somehow lose their sonic blast ability: something about their
minds makes them difficult for darklings to fully control. They
rely solely on their deadly maws for attack: in most cases they are
more than adequate. Target the weak spot inside its mouth to defeat
the Dark Blogg with ease." —Logbook entry for Dark Bloggs
(Metroid Prime 2: Echoes)

↑"The
Phlogus waits patiently as it floats in murky waters, searching for
a meal. When the seismic sensors in its epidermis are triggered, it
springs open rapidly to attack. Phlogi can fire a spray of venom to
immobilize their prey. A central nervous system is exposed when it
opens its mouth to attack: damage this to stun the Phlogus for a
time." —Logbook entry for Dark Phlogi (Metroid Prime 2:
Echoes)

↑"The
hardy Shredder is a favorite possession target for Ing that dwell
near dark water. Dark Shredders can lurk in the venomous liquid
indefinitely, patiently waiting for prey. When agitated, it will
emerge and begin to fly toward its foe. They are very resilient,
but can be eliminated with concentrated weapons fire." —Logbook
entry for Dark Shredders (Metroid Prime 2:
Echoes)

↑"Vicious and swift, the War Wasp is a prime
target for young Ing eager to join the war effort. They appreciate
the flying speed and numerous attacks the insect possesses. If they
prove their mettle in the War Wasp, these Ing often graduate to the
control of larger, deadlier creatures." —Logbook entry for Dark
War Wasps (Metroid Prime 2: Echoes)

↑"Nightbarbs are small airborne darklings.
Smaller and weaker than a Hunter Ing, a Nightbarb will travel with
a large pack to increase its odds of survival. This is wise, since
their primary predators are Hunter Ing." —Logbook entry for
Nightbarbs (Metroid Prime 2: Echoes)

↑"Splinter alpha males are the first to be
targeted for darkling possession. Dark Alpha Splinters grow in
strength and durability, making them an even greater threat than
normal." —Logbook entry for Dark Alpha Splinters (Metroid
Prime 2: Echoes)

↑"Darklings are drawn to possess vicious
predators, making the Grenchler a prime candidate. Despite the
added toughness gained from possession, the Dark Grenchler retains
its one weakness. Remove the back shell with explosive blasts to
expose its pain center, then attack the pain center to quickly
dispatch the creature." —Logbook entry for Dark Grenchlers
(Metroid Prime 2: Echoes)

↑"The
Sentreyes were designed by the Luminoth to protect their camps on
Dark Aether. The Ing learned how to possess them and turn them on
their former masters. Many still remain throughout Dark Aether, now
serving the Ing as they served the Luminoth before them. Most
weapon types will stun the Sentreyes. Only charged light energy
will destroy them." —Logbook entry for Corrupted Sentreyes
(Metroid Prime 2: Echoes)

↑"Some
Diligence drones have been taken by the Ing for possession duties.
Their small size and durability makes them excellent scouts, able
to go where most others cannot. A Dark Diligence still relies on
focused energy beams for defense. Their energy construct nature
makes them invulnerable to most attacks. A high-powered burst of
light energy can disrupt a Dark Diligence unit." —Logbook entry
for Dark Diligence Drones (Metroid Prime 2:
Echoes)

↑"Once
the Ing discovered they could possess intelligent machines, the
mighty Ingsmashers were top-priority targets for the Horde. The
drones retain all of their attacks - shock-wave fists and missile
launchers. It uses an energy shield in battle that can be adjusted
to protect against a variety of beam weapons. The shield can be
overloaded by opposite-polarity beams." —Logbook entry for Dark
Ingsmashers (Metroid Prime 2: Echoes)

↑"The
Ing discovered they could possess and control artificially
intelligent machines as well as living beings. They soon turned the
loyal Quad drones against the Luminoth, finding the tenacious
machines to be quite useful additions to the Horde. A dominant
darkling assumes control of the Command Module, forcing the lesser
Ing in the Main Body to do its bidding." —Logbook entry for
Dark Quad CM (Metroid Prime 2: Echoes)

↑"The
Ing discovered they could possess and control artificially
intelligent machines as well as living beings. They soon turned the
loyal Quad drones against the Luminoth, finding the tenacious
machines to be quite useful additions to the Horde." —Logbook
entry for Dark Quad MB (Metroid Prime 2: Echoes)

↑"Bioscans indicate terminated lifesigns in this
missile trooper, and the presence of an unknown biomass with
parasitic tendencies. Though the missile trooper's armor has been
compromised, the bulk of it remains intact. Missile weapon system
remains online as well. Full parasitic fusion has yet to be
obtained, resulting in low agility and response time." —Logbook
entry for the Dark Missile Trooper (Metroid Prime 2:
Echoes)

↑"The
Ing prize the few Pirate Commandos they manage to take alive. Only
Hunter Ing are allowed to possess the Commandos, and the
competition for that right is fierce among them. The Hunter Ing
ability to phase out of local timespace carries over to the Dark
Pirate Commando. They will fire bursts of dark matter at enemies,
along with experimental EMP grenades stolen from the Space
Pirates." —Logbook entry for Dark Pirate Commandos (Metroid
Prime 2: Echoes)

↑"Pirate
troopers, already trained to follow orders without question, were
perfect candidates for Ing possession. Darklings moves to take
every trooper they could, expanding the army of the Horde
considerably. Space Pirate technology struck a chord with the Ing,
who now hunt actively for gadgetry of any kind - especially weapon
systems." —Logbook entry for Dark Pirate Troopers (Metroid
Prime 2: Echoes)

↑"The
aggressive Preeds are often possessed by darklings for aerial
hunting missions. The presence of the dark creature makes the small
cyborg more durable. The toxic gas carried by a Preed is enhanced
by exposure to dark energy, making it considerably more
dangerous." —Logbook entry for Dark Preeds (Metroid Prime 2:
Echoes)

↑"The
Ing are fascinated by Metroids and their connection to Phazon. It
is not a shared fascination, as Metroids will attack Ing on sight.
Recognizing their strength, Ing darklings have possessed a number
of Metroids, turning them into powerful soldiers of the Horde."
—Logbook entry for Dark Tallon Metroids (Metroid Prime 2:
Echoes)

↑"Bioscans indicate terminated lifesigns in this
trooper, and the presence of an unknown biomass with parasitic
tendencies. Though the trooper's armor has been compromised, the
bulk of it remains intact. Weapon systems remain online as well.
Full parasitic fusion has yet to be obtained, resulting in low
agility and response time." —Logbook entry for Dark Troopers
(Metroid Prime 2: Echoes)

↑"Bioscans indicate that this is the eldest,
strongest Ing in the Horde, the alpha and the omega. It has
absorbed enormous amounts of Phazon energy into its body, mutating
itself in the process. Apparently this power is not enough for the
creature, as it is now siphoning energy from the final Energy
Controller." —Logbook Entry for Emperor Ing Body (Metroid
Prime 2: Echoes)

↑"Like
its brethren, the Emperor Ing is a metamorph. It has molded itself
around the precious Energy Controller, and will defend it to the
death, using its own body as a shield and weapon. Destroy the
tentacles it generates to weaken the creature and its
defenses." —Logbook Entry for Emperor Ing Head (Metroid
Prime 2: Echoes)

↑"The
Emperor Ing has exposed its main eye, from which it can fire
powerful energy beams. It is protected by an energy shield,
although not completely. The eye can be locked onto, but only
direct shots will get past the shield." —Logbook Entry for
Emperor Ing Eye (Metroid Prime 2: Echoes)

↑"Further exposure to Phazon has mutated the
Emperor Ing. It is now capable of shielding its vulnerable areas
with energy barriers. Beams of opposite polarity can damage these
barriers, however. Heavy damage to these barriers will cause them
to drop, exposing the creatures weak spots. Target the weak spots
to immobilize and damage the enemy." —Logbook Entry for Mutated
Emperor Ing (Metroid Prime 2: Echoes)

↑"Some
darklings can open dimensional portals at will. They use this
ability to hunt for unwary prey, reaching out to snatch them with
their tentacles. Once ensnared, the prey is dragged to its doom.
The tentacles are resilient; pure light energy can disrupt them.
Nothing can destroy them." —Logbook entry for Darkling
Tentacles (Metroid Prime 2: Echoes)

↑"The
Hunter Ing patrol the lands of Dark Aether in search of the Horde's
enemies. They can render their bodies intangible, allowing them to
ambush their targets with ease. Hunter Ing can generate long,
deadly tentacles, which they use with great effect in battle.
Cunning and relentless, the Hunter Ing will seize their prey or
die." —Logbook entry for Hunter Ing (Metroid Prime 2:
Echoes)

↑"Ing
larvae travel in swarms for protection. They are weak with no real
defenses or attacks. The few that make it to adulthood are quite
cunning and vicious." —Logbook entry for Ing Larva Swarms
(Metroid Prime 2: Echoes)

↑"Inglets preform the menial labor of the Horde,
but can but pressed into a combat role if there is a need. They are
amorphous blobs, capable of clinging to nearly any surface. Inglets
can fire bursts of dark matter in self-defense, though they prefer
to avoid battle. They seldom travel alone, and can be dangerous in
large numbers. As with are Ings, they dislike bright light, and
will avoid it if possible." —Logbook entry for Inglets
(Metroid Prime 2: Echoes)

↑"The
Ingstorm is a collective swarm of tiny Ing. When banded together,
they can emit destructive energy that, over time, can break down
the most durable of alloys." —Logbook entry for Ingstorm
(Metroid Prime 2: Echoes)

↑"Warrior Ing are challenging foes. They can
render themselves into amorphous puddles and move over most
terrain, including walls. Warrior Ing can turn their bodies into
deadly projectiles sheathed by dark energy. The tips of their legs
are razor sharp, making them formidable in melee. Finally, Warrior
Ing are capable of channeling transdimensional energy and firing it
at their enemies. Their only real weakness is bright, pure light,
which they hate and fear." —Logbook entry for Warrior Ing
(Metroid Prime 2: Echoes)

↑"This
darkling Sandigger has absorbed the ability to generate Morph Ball
Bombs. It can throw Bombs with considerable accuracy, and
frequently lays a spread of Bombs in its wake. Its head and tail
are the only vulnerable spots on its body. Target them when they
are vulnerable to neutralize and terminate this enemy."
—Logbook Entry for the Bomb Guardian (Metroid Prime 2:
Echoes)

↑"This
Warrior Ing has absorbed the power of the Boost Ball. It can
boost-blast toward its enemies, using its body as a potent weapon.
When it is not in solid form, engaging it in Morph Ball mode may
provide better attack opportunities." —Logbook Entry for the
Boost Guardian (Metroid Prime 2: Echoes)

↑"Grapple Beam powered darkling. Well-armored
target utilizes Grapple Beam to ensnare enemies. Weak spots
detected: back shell and eye. Uses special attack when angered.
This darkling Grenchler has absorbed the power of the Grapple Beam.
It will fire the beam to snare potential meals and pull them into
its waiting jaws. The beam is powerful, and can attach to most
surfaces, including your armor. Its eye region is sensitive; damage
in the area can induce a state of anger in the target. A weak spot
under the back shell is a prime target as well. When angered, it
will use a special attack.}" —Logbook Entry for the Grapple
Guardian (Metroid Prime 2: Echoes)

↑{{Space
Jump powered Warrior Ing. Powerful metamorph with enhanced jump
abilities. Able to generate energy shock waves and force fields.
This Warrior Ing has absorbed the power of the Space Jump Boots. It
can leap incredible distances and heights, and uses this ability to
great effect in battle. Target can generate powerful shock waves of
dark energy, and will sheath itself in a potent force field to
protect itself. It cannot maintain the shield indefinitely:
concentrate weapon fire on it when the shield is down.|Logbook
Entry for the Jump Guardian|Metroid Prime 2: Echoes}}

↑"This
darkling Sporb has absorbed the ability to generate Power Bombs. It
can fire these dangerous weapons instead of the venomous needles it
normally shoots. The energies of the Power Bomb weapon have made it
all but invulnerable. Tremendous kinetic damage will override the
protective field, however." —Logbook Entry for the Power Bomb
Guardian (Metroid Prime 2: Echoes)

↑"This
darkling Pillbug has absorbed the power of the Spider Ball. It can
travel over magnetically charged surfaces at will. The creature
seems to have a connection to the local energy system. Aggravating
it may cause disruption to the system." —Logbook Entry for the
Spider Guardian ({{{3}}})

↑"The
enormous Amorbis can move through solid rock and earth with ease,
and can sense the location of surface-level prey deep within the
ground. They will attempt to ram any target they can find in their
domain. They are vulnerable to all forms of weapons fire, but are
incredibly strong and resistant to pain." —Logbook Entry for
Amorbis 1 (Metroid Prime 2: Echoes)

↑"The
Amorbis can attach themselves to the Dark Sphere, drawing potent
energy from within. They can fire dark energy at Light Crystals,
nullifying Safe Zones for a short time. They can also channel this
energy into powerful beam attacks. Bioscans indicate a weak spot
inside the creature's mouth. Concentrate your fire at this area to
damage an Amorbis." —Logbook Entry for Amorbis 2 (Metroid
Prime 2: Echoes)

↑"Scans
indicate that this bioform is an infant, but aging rapidly. The
creature can ensnare targets with its tongue, drawing them into its
mouth. It then covers its prey with acidic globs of biomatter to
break it down for digestion. This is an exceptional bioform with
both a dark and light nature." —Logbook Entry for Chykka Larva
(Metroid Prime 2: Echoes)

↑"The
Chykka has rapidly aged to its adult form. It will attack by firing
high-powered bursts of dark water at rapid speed. If frustrated, it
will attempt to dive and ram you. Most of the Chykka's body is
vulnerable to weapons fire, but scans indicate that such fire will
only stun it. When stunned, however, four weak spots will appear.
These spots are vulnerable to attack: target them to damage the
enemy." —Logbook Entry for Chykka (Metroid Prime 2:
Echoes)

↑"The
Chykka has recovered, and energized its body with dark energy. This
energy has rendered most of the creature immune to attack,
including its wings. Tactical scans indicate that its eggsac is
vulnerable, however. Target it to damage the creature."
—Logbook Entry for Dark Chykka (Metroid Prime 2:
Echoes)

↑"Interaction with dark energy has mutated the
Chykka. Its offspring are now born as flyers, skipping the larval
stage completely. These infants are highly protective of their
parent, and will streak to attack on sight. They lack their
parent's durability, however, making them easy targets."
—Logbook Entry for Chyklings (Metroid Prime 2:
Echoes)

↑"The
Quadraxis unit went rogue and entered the service of the Ing. Its
primary weapon system fires destructive matter-antimatter blasts.
It uses a powerful missile battery for long-distance attacks. The
Quadraxis is incredibly durable and well-armored, but its leg and
foot joints are vulnerable. Damaging these joints will eventually
render it immobile." —Logbook Entry for Quadraxis (Metroid
Prime 2; Echoes)

↑"Though
the main body is disabled, the tactical control unit within it is
still active. It will guide the Head Module in battle via
high-sonic transmissions. Disabling this module will impair the
Head Module's ability to fight." —Logbook entry for Damaged
Quadraxis ({{{3}}})

↑"The
Head Module of the Quadraxis is highly mobile and well armed. It is
shielded by an impervious force field. Tactical commands are sent
to the module from the crippled main body: sever this link to
impair the Head Module's combat ability." —Logbook entry for
the Shielded Head Module (Metroid Prime 2:
Echoes)

↑"Head
Module is unable to receive tactical data. Force field offline.
Unit is generating drones to defend itself while it attempts to
restore tactical link to main body. Destroy sonic receptors on unit
to prevent this." —Logbook entry for the Stunned Head Module
(Metroid Prime 2: Echoes)

↑"Module
has lost its tactical link to the main body. Two points of
structural weakness have been located on its hull: Morph Ball Bombs
can cause damage to these areas. Scans indicate that the Spider
Ball can attach to the Module's outer hull." —Logbook entry for
Final Head Module (Metroid Prime 2: Echoes)

↑"Scans
indicate the presence of Phazon and your genetic material within
this entity. She wears a version of the Varia Suit, altered and
augmented by the Phazon within her. Primary weapons include the
Missile Launcher and a scattershot variant of the Power Beam. Boost
and Jump abilities are superior to yours. The ability to generate
Phazon energy shields is also present." —Logbook Entry for Dark
Samus 1 (Metroid Prime 2: Echoes)

↑"Tactical scans have identified several new
battle systems in the armor of Dark Samus. She now wields a potent
variant of your Charge Beam. Her Boost attack has been augmented,
and the ability to render herself invisible is present as well.
Bioscans suggest that Dark Samus can reform her body short of total
atomic disruption. Extreme caution recommended." —Logbook Entry
for Dark Samus 2 (Metroid Prime 2: Echoes)

↑"Scans
indicate that Dark Samus has absorbed tremendous levels of Phazon
into her body: too much, perhaps. She can vent Phazon energy in the
form of destructive blasts and protective shields: doing so will
help her maintain stability. Exposure to Phazon has rendered her
invisible to the Dark Visor. These new abilities, combined with her
already formidable arsenal, place Dark Samus at the highest threat
level." —Logbook Entry for Dark Samus 3 (Metroid Prime 2:
Echoes)

↑"Dark
Samus has temporarily become a being of pure yet unstable Phazon
energy. She can generate a shield that is invulnerable to all
attacks, save one - blasts of Phazon energy itself. Use your Charge
Beam to collect Phazon energy that she expels, then fire it back at
her. Direct hits will overload and disrupt her essence."
—Logbook Entry for Dark Samus 4 (Metroid Prime 2:
Echoes)

↑"The
Space Pirates harvest and enslave Metroids for use in their
operations. The Tallon Metroid will latch onto prey with powerful
pincers, then proceed to drain its life energy. This causes the
creature to grow in size and mass. The creatures are vulnerable to
the chilling effect of dark energy, and can be detached by entering
Morph Ball mode and deploying a Bomb." —Logbook Entry for
Tallon Metroids (Metroid Prime 2: Echoes)

↑"The
Space Pirates use infant Tallon Metroids as a portable energy
source. Small in size, they are easy to transport in large
quantities. They are docile, efficient organic batteries...until
they are exposed to Phazon. At that point, they grow rapidly and
acquire their full array of powers." —Logbook Entry for Infant
Tallon Metroid (Metroid Prime 2: Echoes)

↑"Pirate
Aerotroopers are known for their cold precision and utter cruelty.
Armed with both beam and missile systems, the Aerotroopers can be a
difficult foe to engage, especially at range. Their jet packs can
be overloaded with heat-based attacks, however. These units prefer
death before dishonor: an injured Aerotrooper will make a suicide
strike before allowing himself to be captured." —Logbook Entry
for Pirate Aerotroopers (Metroid Prime 2:
Echoes)

↑"Dedicated to "hunting the Hunter," Space
Pirate Commando units have been equipped with the latest weapons,
including a variable pulse cannon, e-grenade launcher, and energy
scythe. Powerful thrusters carry them at high speed over any
terrain. A portable barrier shield repels most attacks, but can
only be deployed for limited periods." —Logbook Entry for
Pirate Commandos (Metroid Prime 2: Echoes)

↑"The
Space Pirates have begun to use an experimental energy grenade
launcher in the field. The weapon is viewed as a mixed blessing to
the Grenadier units: while the grenade launchers are powerful
weapons, Grenadiers must leave their rifles behind to carry them.
Fast-moving targets can close range on Grenadiers, rendering their
main weapons somewhat ineffective." —Logbook Entry for Pirate
Grenadiers (Metroid Prime 2: Echoes)

↑"The
Space Pirates suffered a serious defeat at Tallon IV, yet they
remain a powerful force for crime and disorder in the galaxy. Their
technology continues to advance: even the lowly trooper has
received numerous upgrades to his arsenal. A photonic power scythe
and quantum assault cannon are now standard-issue weapons for all
troopers." —Logbook Entry for Pirate Troopers (Metroid Prime
2: Echoes)

↑"The
cybernetic Preeds are aggressive hunters used as patrol animals by
the Space Pirates. They carry lethal Nohadin gas for use as a
defense mechanism. If a Preed is ruptured, the gas within it is
violently released. This toxic cloud often proves fatal to the
Preed's killer." —Logbook Entry for Preeds (Metroid Prime 2:
Echoes)

↑"Planet is unstable due to transdimensional
flux. Warfare has devastated a good portion of the world's
population. Finally, extreme climate shifts have left most of
Aether uninhabitable." —Research data for Aether (Metroid
Prime 2: Echoes)

↑"Dark
Portals allow living beings to travel to Dark Aether without being
scattered throughout the interdimensional void. They are unstable,
however, and only remain viable for limited periods of time. Some
can be reactivated, while others vanish forever once they are
used." —Research data for Dark Portals (Metroid Prime 2:
Echoes)

↑"Energy Controllers were built by the Luminoth
to regulate Aether's planetary energy. Several wonders are powered
by the Energy Controllers, including a weather control grid and a
teleportation system. When Dark Aether was born, it too had Energy
Controllers, all linked to that world's planetary energy."
—Research data for Energy Controllers (Metroid Prime 2:
Echoes)

↑"Subject is U-Mos, a Sentinel of the Luminoth.
Scans indicate numerous beneficial abilities, including heightened
reflexes, durability, psionics, and flight. Ability to generate and
manipulate energy on par with that of the Chozo. Dating scans
suggest an age of 2.15 centicycles. Only known active member of the
species: remaining Luminoth locked in protective stasis until
crisis is resolved." —Research data for U-Mos (Metroid Prime
2: Echoes)

↑"Light
Portals allow living beings to travel to Aether without being
scattered throughout the interdimensional void. They are unstable,
however, and only remain viable for limited periods of time. Some
can be reactivated, while others vanish forever once they are
used." —Research data for Light Portals (Metroid Prime 2:
Echoes)

↑"Volatile ore with biomutagenic properties.
Origin point of Phazon unknown. First detection of element on
planet Tallon IV. Used by Space Pirates to produce vast levels of
energy. Bioforms exposed to Phazon without proper shielding will
eventually undergo radical mutation." —Research data for Phazon
(Metroid Prime 2: Echoes)

↑"The
Space Pirates transport young Tallon Metroids in an organic
"cocoon" designed to sustain the small creatures. Each cocoon can
support numerous infants for several cycles. The creatures are
normally content to remain in the cocoon, but will emerge when they
detect the presence of Phazon." —Research data for Metroid
Cocoons (Metroid Prime 2: Echoes)

↑"Splinters will enter their protective cocoons
when tired or sated. The cocoon is durable, but can be destroyed by
weapons fire. Destroying a cocoon will kill the Splinter inside:
when this occurs, the dying Splinter will emit a shriek that will
alert all nearby Splinters in hibernation. This will drive them
into battle frenzy as a defense mechanism." —Research data for
Splinter Cocoons (Metroid Prime 2: Echoes)

↑"War
Wasps require considerable amounts of sleep after a long hunt. They
weave a protective hive from organic fluids they secrete
themselves, then crawl inside to rest. Though safe from most
predators, the hives can be damaged by explosive weapons."
—Research data for War Wasp Hives (Metroid Prime 2:
Echoes)

↑"Ingclaws occasionally enter a strange torpor,
brought on by constant exposure to the atmosphere of Dark Aether.
While in this dream state, the creature does not feed or expel its
deadly vapor. Fortunately, its indestructible shell protects it
from predators." —Research data for Dormant Ingclaws
(Metroid Prime 2: Echoes)

↑"The
Ingclaw secretes an incredibly durable shell over itself shortly
after birth. From that moment on, it remains rooted in place. The
creature feeds on the flotsam floating in the atmosphere of Dark
Aether, and produces waste in the form of a toxic dark vapor."
—Research data for Ingclaws (Metroid Prime 2:
Echoes)

↑"These
creatures respond to commands from the Ing, forming over areas as
ordered. They are virtually indestructible, and can only be undone
by killing the Ing that commands them." —Research data for Ing
Webtraps (Metroid Prime 2: Echoes)

↑"Weblings spin a network of energized snare
lines, then sit in the middle and wait for prey to get caught in
it, much like a spider. A webling is incredibly durable, though it
has the darkling weakness to light." —Research data for
Weblings (Metroid Prime 2: Echoes)

↑"These
Ing morph their bodies around useful items to protect them. They
rely on larger Ing for protection, as they have no way of fending
off enemies. Damage from all weapons will harm them, but
light-based weapons are superior." —Research data for Bladepods
(Metroid Prime 2: Echoes)

↑"The
Flying Cache was bred and trained to be a living storage unit. It
employs a limited stealth field that renders it unseen to most
enemies. The fact that the creature must be killed to obtain the
object it stores is of little consequence to the Ing."
—Research data for Flying Ing Caches (Metroid Prime 2:
Echoes)

↑"The
Ingsphere keeps useful items in a dimensional pocket. Normally, the
Ingsphere will only release the item to its Ing master. The pocket
can be breached by destroying the Ingsphere, however. This
sometimes destroys the item, but can be worth the risk."
—Research data for Ingsphere Caches (Metroid Prime 2:
Echoes)

↑"The
Ingworms wrap their bodies around useful items to protect them.
They are defenseless. They are not terribly durable and have no
form of attack, hence their assignment as storage bearers by the
Horde." —Research data for Ingworm Caches (Metroid Prime 2:
Echoes)

↑"The
Agon Bearerpod is a hardy desert plantform used by the Luminoth to
store useful items and supplies. Its tough epidermis can be
destroyed by weapons. It gathers trace amounts of moisture from the
air and stores it in a number of chambers throughout its body. It
can hold and process this moisture for weeks if necessary."
—Research data for Agon Bearerpods (Metroid Prime 2:
Echoes)

↑"The
humble Bloatsac contributes to its ecology by producing large
amounts of benevolent gases. It thrives in damp enviroments, though
it can survive in most climates and terrains. The Bloatsac secretes
a venemous sap over its body. Very few creatures can ingest the sap
and survive, making it a useful defensive mechanism for the
plant." —Research data for Bloatsacs (Metroid Prime 2:
Echoes)

↑"The
Blueroot tree is common on worlds with desert regions. While an
elegant, attractive plant, the tree's leaves are highly toxic. Few
species can ingest the leaves and live: many of them (such as the
Space Pirates) consider the deadly Blueroot leaf a delicacy."
—Research data for Blueroot Trees (Metroid Prime 2:
Echoes)

↑"Sandgrass scans indicate that the plant
requires no moisture to survive. It relies exclusively on solar
energy for sustenance, making it well adapted for life in a desert
environment. Evidence of extensive mutation present, suggesting
radical bio-adjustments within the last centicycle. Mutation source
is not natural: plant strain was genetically engineered, possibly
by the Luminoth." —Research data for Sandgrass (Metroid
Prime 2: Echoes)

↑"The
Torvus Bearerpod grows around useful items. The hard outer shell
can be shattered by weapon fire. The Luminoth use the hardy plants
to store supplies for operations in the Torvus Bog. They are
resistant to the harsh chemicals and diseases that run rampant in
the swamp, and emit a deadly cloud when destroyed. This has
discouraged their consumption by local animals." —Research data
for Torvus Bearerpods (Metroid Prime 2: Echoes)

↑"The
Luminoth placed these pods throughout the bog for use by their
soldiers during the war. Though many have been raided since then,
some still contain useful items left over from the war."
—Research data for Torvus Hanging Pods (Metroid Prime 2:
Echoes)

↑"Luminoth lift platform will raise when Crystal
is energized by light-based weaponry. Used by the Luminoth forces
during their war. Most still function, despite periodic abuse from
the Ing." —Logbook "Dark Lift Crystal (Metroid Prime 2:
Echoes)

↑"Luminoth lift platform will lower when Crystal
is energized by dark weaponry. Used by the Luminoth force during
their war. Most still function, despite periodic abuse from the
Ing." —Logbook "Light Lift Crystal" (Metroid Prime 2:
Echoes)

↑"Darkling plantform will grow in height when
Crystal is energized by light-based weaponry. The Luminoth used
these to navigate during their campaigns on Dark Aether. The Ing
ignore the simple plant, as it is not a source of nourishment or a
weapon." —Logbook "Liftvine Crystal" (Metroid Prime 2:
Echoes)

↑"Energized Beacons provide better protection
from Dark Aether's denizens. Dark creatures are damaged by the
energized field. Some are killed on contact. The extra protection
is not unlimited, and must be recharged by the Light Beam to remain
in effect." —Logbook "Energized Beacon" (Metroid Prime 2:
Echoes)

↑"Light
Beacons must be energized by Beam weapon fire to function, and
remain charged for a limited time. The Beacons were created when
the Luminoth ran short of Light Crystals during the war. While
simpler to make, the Beacons were also unstable. They had to be
energized periodically, and could run out of energy at critical
moments. Still, any protection was better than none for the
Luminoth warriors." —Logbook "Light Beacon" (Metroid Prime
2: Echoes)

↑"Light
Beacons, when covered with dark energy, cease to function for a
brief time. Light energy can clear the Beacon of the dark energy.
Some dark creatures will fire dark energy at Light Beacons to
hinder or damage their opponents." —Logbook "Nullified Beacon"
(Metroid Prime 2: Echoes)

↑"Energized Crystals provide better protection
from Dark Aether's denizens. Dark creatures are damaged or killed
by the energized field. Some are killed on contact. The extra
protection is not unlimited, and must be recharged by the Light
Beam to remain in effect." —Logbook "Energized Crystal"
(Metroid Prime 2: Echoes)

↑"Light
Crystals provide protection from Dark Aether's atmosphere. They can
be nullified by dark energy, or super charged by light energy. They
were created by the Luminoth during the war with the Ing, and many
still remain in use. Dark creatures despise the Crystals: some are
injured or killed by the field they create." —Logbook "Light
Crystal" (Metroid Prime 2: Echoes)

↑"Light
Crystals, when covered with dark energy, cease to function for a
short time. Light energy can clear the Crystal of the dark energy.
Some dark creatures will fire dark energy at Light Crystals to
hinder or damage their opponents." —Logbook "Nullified Crystal"
(Metroid Prime 2: Echoes)

↑"When
charged with light and dark energy at once, the Crystal becomes a
beacon to the Ing. They are compelled to approach it, despite the
deadly field of energy it emits." —Logbook "Super Crystal"
(Metroid Prime 2: Echoes)

↑"The
original Sentinel Crystals were durable, but they had their limits.
The toxic nature of Dark Aether, coupled with constant attack from
the Ing, destroyed many of them. The Luminoth responded with the
Dark Sentinel Crystal. Sheathed in dark energy, it is more
resistant to the atmosphere of the Ing homeworld - and the attacks
of its denizens." —Logbook "Dark Sentinel Crystal" (Metroid
Prime 2: Echoes)

↑"During the war, the Luminoth used the Sentinel
Crystals to monitor key areas and installations. They are
incredibly durable resisting all but the most powerful of Ing
attacks. U-Mos still uses the remaining Sentinel Crystals to keep a
watch for Ing activity." —Logbook "Sentinel Crystal"
(Metroid Prime 2: Echoes)

↑"This
bridge is durable, but often locks in place, leading the Marines to
call for a new design. The Mk III should enter service within the
next eight cycles." —Research data for GF Bridge (Metroid
Prime 2: Echoes)

↑"This
gate is used with Armored Security Locks, which must be neutralized
to operate the gate. Gate is resistant to all but the most potent
explosives." —Research data for GF Gate Mk VI (Metroid Prime
2: Echoes)

↑"The
Mk VII Defense Gate is composed of Denzium. Invulnerable to most
weapons, though high-yield explosives are effective. Often used in
conjunction with a remote scan access control panel." —Research
data for GF Gate Mk VII (Metroid Prime 2:
Echoes)

↑"Insert the Morph Ball into the slot, then
detonate a Bomb. This will send energy from the slot to the device
connected to it." —Research data for Bomb Slots (Metroid
Prime 2: Echoes)

↑"To
use the Grapple Beam, use when the grapple icon appears. You can
fire your weapons while attached to a grapple point." —Research
data for Grapple Points (Metroid Prime 2:
Echoes)

↑"The
purpose of the Kinetic Orb Cannon is unclear. It may have
originally been designed for industrial use, then converted to a
combat system in later times." —Research data for Kinetic Orb
Cannons (Metroid Prime 2: Echoes)

↑"In
Morph Ball mode, press and hold when close to this type of surface. Use
[Control Stick] to move the Ball along the track. Release to disengage from the surface. Using the
Boost ability when on a Spider Ball Track will rapidly launch the
Spider Ball from the track. Detonating a Morph Ball Bomb will
briefly disengage the Ball from the track." —Research data for
Spider Ball Tracks (Metroid Prime 2: Echoes)

↑"Use
the Boost ability of the Morph Ball when inside a Spinner to
activate the device it powers." —Research data for Spinners
(Metroid Prime 2: Echoes)

↑"This
surface was designed to be used in conjunction with the Screw
Attack system. Perform Screw Attacks while facing and touching wall
to do a Wall Jump." —Research data for Wall Jump Surfaces
(Metroid Prime 2: Echoes)

↑"The
Anhur class is a state-of-the-art warship, designed to police and
defend planetary systems. This ship, the G.F.S. Tyr, has been
heavily damaged. It appears that the crew have dismantled parts of
the Tyr as well, possibly for use as makeshift defense
systems." —Research data for the GFS Tyr (Metroid Prime 2:
Echoes)

↑"Plans
for the Shrike were recently stolen from a GF lab by the Space
Pirates. Production began immediately, and the fast-moving skiff is
now part of Pirate operations. It is used primarily as a troop
transport, taking a fire team of troopers into action. The Shrike
is unarmed, relying on the troops it carries for protection against
hostile forces." —Research data for Pirate Skiffs (Metroid
Prime 2: Echoes)

↑"Your
Hunter-class gunship is one of a kind, its distinct hull lines
marking it to friend and foe alike. Custom built for you by the
Federated Shipyards at Aliehs III, it contains a mobile energy
recharge system and microfactories designed to produce ammunition.
A sophisticated onboard computer stores mission data collected in
the field for future reference." —Research data for Samus's
Gunship (Metroid Prime 2: Echoes)